MA Games Design - High Poly P9 Part 3
High Poly Pistol Development
In this post I will be showcasing the texturing process and explaining the thought processes behind it for the high poly version of the P9 and why I made certain decisions. When I brough the model into Substance I had also prepared an even higher poly version so that I could use Substance's built in baking feature to impart the detail onto the model without increasing the poly count of the original model.
So these first screenshots are from the original base materials pass that I ran on the pistol just to see how everything looked after uv mapping the piece out and whether or not there were any issues like obvious seams or stretching textures, etc... I started off by using the metal brushed material preset on substance for any metal pieces, however the striations of the brushed material felt a little too strong so I decreased the density of the strands and the length and also increased the tiling size of the material.
I then moved onto the plastic polymer receiver, and looking at the references images for the P9 and other handguns it was hard to determine the grain of the plastic but having had airsoft guns in the past which are (RIF's or Realistic Imitation Firearms) I knew the grain size of this kind of polymer is quite small and dense, so that is what I tried to achieve.
I then moved onto the plastic polymer receiver, and looking at the references images for the P9 and other handguns it was hard to determine the grain of the plastic but having had airsoft guns in the past which are (RIF's or Realistic Imitation Firearms) I knew the grain size of this kind of polymer is quite small and dense, so that is what I tried to achieve.




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